Merge pull request #7 from Games-Academy-Student-Work-22-23/additional-movement
Additional movement
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commit
73262b425e
@ -82,6 +82,7 @@ DoubleClickTime=0.200000
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+ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=SpaceBar)
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+ActionMappings=(ActionName="Interact",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=E)
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+ActionMappings=(ActionName="RightClick",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=LeftMouseButton)
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+ActionMappings=(ActionName="Sneak",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=LeftControl)
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+AxisMappings=(AxisName="Look Up / Down Gamepad",Scale=1.000000,Key=Gamepad_RightY)
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+AxisMappings=(AxisName="Look Up / Down Mouse",Scale=-1.000000,Key=MouseY)
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+AxisMappings=(AxisName="Move Forward / Backward",Scale=1.000000,Key=Gamepad_LeftY)
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BIN
Content/Blueprints/Combat_UI/CombatCharacter.uasset
(Stored with Git LFS)
BIN
Content/Blueprints/Combat_UI/CombatCharacter.uasset
(Stored with Git LFS)
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BIN
Content/Blueprints/Player/BP_MyTempCharacter.uasset
(Stored with Git LFS)
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Content/Blueprints/Player/BP_MyTempCharacter.uasset
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Content/Levels/Top_layer_level.umap
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Content/Levels/Top_layer_level.umap
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@ -5,7 +5,10 @@
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#include "Blueprint/UserWidget.h"
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#include "the_twilight_abyss/BaseItems/InventoryComponent.h"
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#include "the_twilight_abyss/BaseItems/Items/BaseItem.h"
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#include "Components/CapsuleComponent.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "the_twilight_abyss/MerchantInteraction/Interaction.h"
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#include <Runtime/Engine/Classes/Kismet/GameplayStatics.h>
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// CONSTRUCTOR
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@ -17,6 +20,8 @@ ATempCharacter::ATempCharacter()
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Inventory->MaxItemSlots = 10;
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GoldBalance = GoldBalance;
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Health = Health;
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this->GetCharacterMovement()->GetNavAgentPropertiesRef().bCanCrouch = true;
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}
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// Called when the game starts or when spawned
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@ -25,6 +30,11 @@ void ATempCharacter::BeginPlay()
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Super::BeginPlay();
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Health = 100;
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ThisCamera = Cast<UCameraComponent>(this->FindComponentByClass<UCameraComponent>());
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PlayerCapsule = GetCapsuleComponent();
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TArray<AActor*> AllActorsInScene;
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UGameplayStatics::GetAllActorsOfClass(GetWorld(), APostProcessVolume::StaticClass(), AllActorsInScene);
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PostProcessVolume = Cast<APostProcessVolume>(AllActorsInScene[0]);
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}
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//Binds the input we made in the setup player component to the forward vector
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@ -38,6 +48,22 @@ void ATempCharacter::RightMoveInput(float Axis)
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AddMovementInput(UKismetMathLibrary::GetRightVector(FRotator(0, GetControlRotation().Yaw, 0)) * Axis);
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}
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void ATempCharacter::Sneak()
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{
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UE_LOG(LogTemp, Display, TEXT("Sneak activated"));
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if (bIsCrouched)
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{
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UnCrouch();
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PostProcessVolume->Settings.VignetteIntensity = 0.0f;
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}
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else
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{
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Crouch();
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PostProcessVolume->Settings.VignetteIntensity = 0.8f;
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}
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}
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// Called every frame
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void ATempCharacter::Tick(float DeltaTime)
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@ -53,6 +79,9 @@ void ATempCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputCompo
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PlayerInputComponent->BindAxis(TEXT("Move Right / Left"), this, &ATempCharacter::RightMoveInput);
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PlayerInputComponent->BindAxis(TEXT("Turn Right / Left Mouse"), this, &ATempCharacter::AddControllerYawInput);
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PlayerInputComponent->BindAxis(TEXT("Look Up / Down Mouse"), this, &ATempCharacter::AddControllerPitchInput);
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PlayerInputComponent->BindAction(TEXT("Jump"), IE_Pressed, this, &ATempCharacter::Jump);
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PlayerInputComponent->BindAction(TEXT("Sneak"), IE_Pressed, this, &ATempCharacter::Sneak);
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PlayerInputComponent->BindAction(TEXT("Sneak"), IE_Released, this, &ATempCharacter::Sneak);
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PlayerInputComponent->BindAction("Interact", IE_Pressed, this, &ATempCharacter::KeyPressed);
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}
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@ -62,6 +91,8 @@ void ATempCharacter::KeyPressed()
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LineTraceLogic();
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}
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// Line trace logic
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void ATempCharacter::LineTraceLogic()
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{
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@ -140,14 +171,17 @@ void ATempCharacter::LineTraceLogic()
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void ATempCharacter::InputDisabler()
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{
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UE_LOG(LogTemp, Display, TEXT("Disabling playermovement"));
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//Disable Character Movement
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if (ACharacter* PlayerCharacter = Cast<ACharacter>(GetWorld()->GetFirstPlayerController()->GetPawn()))
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{
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PlayerCharacter->DisableInput(GetWorld()->GetFirstPlayerController());
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}
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//Set to UI Mode Only
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APlayerController* PlayerController = GetWorld()->GetFirstPlayerController();
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PlayerController->SetInputMode(FInputModeUIOnly());
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PlayerController->bShowMouseCursor = true;
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disableTab = true;
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//GetWorld()->GetFirstPlayerController()->InputComponent->RemoveActionBinding("Interact", IE_Pressed);
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GetWorld()->GetFirstPlayerController()->SetIgnoreLookInput(true);
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GetWorld()->GetFirstPlayerController()->SetIgnoreMoveInput(true);
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GetWorld()->GetFirstPlayerController()->bShowMouseCursor = true;
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GetWorld()->GetFirstPlayerController()->bEnableClickEvents = true;
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GetWorld()->GetFirstPlayerController()->bEnableMouseOverEvents = true;
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if (ThisCamera == nullptr)
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{
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return;
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@ -157,21 +191,24 @@ void ATempCharacter::InputDisabler()
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OriginalCameraLocation = ThisCamera->GetComponentLocation();
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OriginalCameraRotation = ThisCamera->GetComponentRotation();
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OriginalCameraFOV = ThisCamera->FieldOfView;
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//ulog the originalcameralocation value
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UE_LOG(LogTemp, Display, TEXT("Original Camera Location: %s"), *OriginalCameraLocation.ToString());
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}
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}
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void ATempCharacter::InputEnabler()
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{
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//Enable Character Movement
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if (ACharacter* PlayerCharacter = Cast<ACharacter>(GetWorld()->GetFirstPlayerController()->GetPawn()))
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{
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PlayerCharacter->EnableInput(GetWorld()->GetFirstPlayerController());
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}
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//Reset UI Mode
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APlayerController* PlayerController = GetWorld()->GetFirstPlayerController();
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PlayerController->SetInputMode(FInputModeGameOnly());
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PlayerController->bShowMouseCursor = false;
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UE_LOG(LogTemp, Display, TEXT("Enabling Inputs"));
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disableTab = true;
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GetWorld()->GetFirstPlayerController()->SetIgnoreLookInput(false);
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GetWorld()->GetFirstPlayerController()->SetIgnoreMoveInput(false);
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GetWorld()->GetFirstPlayerController()->bShowMouseCursor = false;
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GetWorld()->GetFirstPlayerController()->bEnableClickEvents = false;
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GetWorld()->GetFirstPlayerController()->bEnableMouseOverEvents = false;
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//GetWorld()->GetFirstPlayerController()->InputComponent->BindAction("Interact", IE_Pressed, this, &ATempCharacter::KeyPressed);
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TraceDistance = 300;
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if (ThisCamera == nullptr)
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{
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@ -182,7 +219,6 @@ void ATempCharacter::InputEnabler()
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ThisCamera->SetWorldLocation(OriginalCameraLocation);
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ThisCamera->SetWorldRotation(OriginalCameraRotation);
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ThisCamera->FieldOfView = OriginalCameraFOV;
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//ulog the originalcameralocation value
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UE_LOG(LogTemp, Display, TEXT("Original Camera Location: %s"), *OriginalCameraLocation.ToString());
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}
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}
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@ -192,7 +228,7 @@ void ATempCharacter::UseItem(class UBaseItem* Item)
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if(Item)
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{
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Item->Use(this);
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Item->OnUse(this); //Blueprint Version
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Item->OnUse(this); //OnUse is a Blueprint Version
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}
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}
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@ -7,6 +7,7 @@
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#include "the_twilight_abyss/BaseItems/Items/BaseItem.h"
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#include "Camera/CameraComponent.h"
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#include "Kismet/KismetMathLibrary.h"
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#include "Engine/PostProcessVolume.h"
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#include "TempCharacter.generated.h"
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UCLASS()
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@ -25,6 +26,12 @@ protected:
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void ForwardInput(float Axis);
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void RightMoveInput(float Axis);
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UFUNCTION()
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void Sneak();
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UCapsuleComponent* PlayerCapsule;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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@ -80,5 +87,6 @@ public:
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UPROPERTY(BlueprintReadWrite)
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bool disableTab = false;
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APostProcessVolume* PostProcessVolume;
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};
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